* Fix some threading issues in BulletXNA (the managed bullet library), this should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.0.7.6-extended
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4a81465b91
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a6af561660
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@ -4089,7 +4089,7 @@ namespace OpenSim.Region.Framework.Scenes
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// For now, we use the NINJA naming scheme for identifying joints.
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// In the future, we can support other joint specification schemes such as a
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// custom checkbox in the viewer GUI.
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
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{
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return IsHingeJoint() || IsBallJoint();
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}
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@ -4413,7 +4413,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void RemoveFromPhysics()
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{
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ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
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ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
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if (ParentGroup.Scene.PhysicsScene != null)
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ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
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PhysActor = null;
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}
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@ -1221,6 +1221,50 @@ private sealed class BulletConstraintXNA : BulletConstraint
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//BSParam.TerrainImplementation = 0;
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world.SetGravity(new IndexedVector3(0,0,p.gravity));
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// Turn off Pooling since globals and pooling are bad for threading.
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BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false);
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BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false);
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BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false);
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BulletGlobals.CastResultPool.SetPoolingEnabled(false);
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BulletGlobals.SphereShapePool.SetPoolingEnabled(false);
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BulletGlobals.DbvtNodePool.SetPoolingEnabled(false);
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BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false);
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BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false);
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BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false);
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BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false);
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BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false);
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BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false);
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BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false);
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BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false);
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BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false);
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BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false);
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BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false);
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BulletGlobals.GJKPool.SetPoolingEnabled(false);
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BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false);
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BulletGlobals.TriangleShapePool.SetPoolingEnabled(false);
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BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false);
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BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false);
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BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false);
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BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false);
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return world;
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}
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//m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL
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@ -1914,7 +1958,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
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heightMap, scaleFactor,
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minHeight, maxHeight, upAxis,
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false);
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terrainShape.SetMargin(collisionMargin + 0.5f);
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terrainShape.SetMargin(collisionMargin);
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terrainShape.SetUseDiamondSubdivision(true);
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terrainShape.SetUserPointer(id);
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return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN);
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